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Comparative analysis of spatial ability in immersive and non-immersive virtual reality: the role of sense of presence, simulation sickness and cognitive load 沉浸式和非沉浸式虚拟现实中空间能力的比较分析:临场感、模拟病和认知负荷的作用
Q2 Computer Science Pub Date : 2024-03-14 DOI: 10.3389/frvir.2024.1343872
Sebastian Thorp, L. M. Rimol, Simon Lervik, Hallvard Røe Evensmoen, Simone Grassini
This study investigates the effects of immersion on spatial ability in virtual reality (VR) and the influence of sense of presence, simulation sickness, and cognitive load. Participants performed a spatial ability task using a head-mounted display in an immersive or non-immersive VR condition. Contrary to expectations, immersive VR did not enhance spatial performance compared to non-immersive VR. Interestingly, cognitive load was positively associated with spatial ability in immersive VR but negatively associated with it in non-immersive VR. A higher sense of presence was associated with increased spatial ability for both conditions. Predictably, simulation sickness negatively impacted spatial ability in the more immersive condition. Sense of presence and simulation sickness correlated in the immersive condition but not in the non-immersive condition, indicating the importance of immersion as a covariate. These findings highlight a complex interplay of factors in immersive environments, challenging existing assumptions and providing insights for designing spatial environments in immersive and non-immersive virtual environments.
本研究调查了沉浸式虚拟现实(VR)对空间能力的影响,以及临场感、模拟病和认知负荷的影响。参与者在沉浸式或非沉浸式 VR 条件下使用头戴式显示器执行一项空间能力任务。与预期相反,与非沉浸式 VR 相比,沉浸式 VR 并没有提高空间能力。有趣的是,在沉浸式 VR 中,认知负荷与空间能力呈正相关,而在非沉浸式 VR 中则呈负相关。在这两种情况下,临场感越强,空间能力越高。可以预见的是,在沉浸感较强的条件下,模拟晕眩会对空间能力产生负面影响。临场感和模拟病在沉浸式条件下相关,但在非沉浸式条件下不相关,这表明沉浸式作为协变量的重要性。这些发现凸显了沉浸式环境中各种因素之间复杂的相互作用,对现有假设提出了挑战,并为在沉浸式和非沉浸式虚拟环境中设计空间环境提供了启示。
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引用次数: 0
Case report: the addition of olfaction to virtual reality enhanced exposure therapy for PTSD 病例报告:在虚拟现实中加入嗅觉,加强创伤后应激障碍的暴露疗法
Q2 Computer Science Pub Date : 2024-03-13 DOI: 10.3389/frvir.2024.1284299
Sara A. Freedman, Ehud Dayan, Michal Senitsky, Elisheva Bellin, Yossi Attias, Tzvi Richman, Renana Eitan, Lucian Tatsa-Laur
Posttraumatic stress disorder (PTSD) occurs in approximately 20% of individuals following exposure to a potentially traumatic event. Re-experiencing in the form of intrusive memories is a hallmark feature, and often includes sensory elements, including odor. A small body of studies have examined the relationship between PTSD and odor evoked memories. Patients avoid smells that remind them of their traumatic event, and odors are known triggers for intrusive memories and distress. PTSD is associated with higher ratings of odor intensity and unpleasantness however accuracy of odor detection is often impaired. It has been suggested that adding trauma-related odors will enhance treatment, however little data exists. This case study illustrates the addition of trauma specific olfaction in Virtual Reality (VR) enhanced exposure therapy for combat related PTSD. Treatment was successful, the patient no longer met criteria for PTSD at the end of treatment, and self-report symptoms scores indicated clinically significant reductions. The patient indicated at the end of treatment that he would not have been helped had the therapy not used VR, and the addition of odors helped him process the traumatic memories. Future research should assess the addition of olfaction in a systematic way, in order to assess its specific impact in the effectiveness of PTSD treatment.
约有 20% 的人在遭遇潜在创伤事件后会出现创伤后应激障碍(PTSD)。以侵入性记忆形式出现的再体验是其标志性特征,通常包括包括气味在内的感官元素。有一小部分研究探讨了创伤后应激障碍与气味诱发记忆之间的关系。患者会回避让他们想起创伤事件的气味,而气味是众所周知的侵入性记忆和痛苦的触发器。创伤后应激障碍与较高的气味强度和不愉快度评级有关,但气味检测的准确性通常会受到影响。有人认为,添加与创伤有关的气味会增强治疗效果,但目前几乎没有这方面的数据。本案例研究说明了在虚拟现实(VR)增强暴露疗法中添加创伤特定嗅觉来治疗与战斗有关的创伤后应激障碍。治疗取得了成功,患者在治疗结束时不再符合创伤后应激障碍的标准,自我报告的症状评分显示临床症状明显减轻。患者在治疗结束时表示,如果不使用虚拟现实技术,他就不会得到帮助,而气味的加入则帮助他处理了创伤记忆。未来的研究应该系统地评估增加嗅觉的效果,以评估其对创伤后应激障碍治疗效果的具体影响。
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引用次数: 0
The feeling of being classified: raising empathy and awareness for AI bias through perspective-taking in VR 被归类的感觉:通过 VR 透视提高对人工智能偏见的同情和认识
Q2 Computer Science Pub Date : 2024-03-04 DOI: 10.3389/frvir.2024.1340250
Ruben Schlagowski, Maurizio Volanti, Katharina Weitz, Silvan Mertes, Johanna Kuch, Elisabeth André
In a world increasingly driven by AI systems, controversial use cases for AI that significantly affect people’s lives become more likely scenarios. Hence, increasing awareness of AI bias that might affect underprivileged groups becomes an increasing challenge. As Virtual Reality has previously been shown to increase empathy through immersive perspective-taking, we conducted a laboratory study in which participants were confronted with a biased Wizard of Oz AI while embodying personas that varied widely in their ability to achieve high financial credit scores due to their age and gender. We found that participants embodying personas in VR felt significantly more empathy toward the characters they embodied and rated the AI as significantly less fair compared to a baseline condition in which they imagined to be these characters. Furthermore, we investigate differences between embodied personas and discuss qualitative results to gain insight into the participant’s mental model creation.
在人工智能系统日益驱动的世界里,人工智能的使用案例对人们的生活产生重大影响的争议变得更有可能发生。因此,如何提高人们对可能影响弱势群体的人工智能偏见的认识就成了一项日益严峻的挑战。虚拟现实技术以前曾被证明可以通过身临其境的视角捕捉来增加同理心,因此我们进行了一项实验室研究,让参与者面对一个有偏见的人工智能 "绿野仙踪",同时让他们化身为因年龄和性别而在获得高金融信用评分的能力上存在很大差异的角色。我们发现,在 VR 中化身角色的参与者对他们所化身的角色的共鸣明显增加,而且与他们想象自己是这些角色的基线条件相比,他们对人工智能的公平性评价明显降低。此外,我们还研究了化身角色之间的差异,并讨论了定性结果,以深入了解参与者心理模型的创建过程。
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引用次数: 0
Unveiling gender differences: a mixed reality multitasking exploration 揭示性别差异:混合现实多任务探索
Q2 Computer Science Pub Date : 2024-01-10 DOI: 10.3389/frvir.2023.1308133
Safanah Abbas, Heejin Jeong
While gender differences have been studied in both real and virtual worlds separately, few studies have focused on multitasking in hybrid environments. This study investigated the gender factor in multitasking within a mixed reality environment. Thirty-six participants completed eight experimental conditions to assess their workload, task priority, and hand usage. Two distinct tasks were employed in the experiment: a block-matching task for the physical world, where participants located and matched English letters with their corresponding positions on a wooden board, and the N-back task for the virtual world. Four conditions focused on digital-physical monotasking, while the rest involved mixed-reality multitasking. The results reveal that perceived mental demand is a significant factor. Males prioritized virtual tasks, whereas females prioritized both tasks equally. Understanding the factors influencing gender-based performance differences can enhance the design of practical mixed reality applications, addressing equity and quality concerns. This study suggests that cognitive load plays a vital role in determining how genders perform when juggling multiple tasks, both physical and virtual.
虽然性别差异在现实世界和虚拟世界中都分别进行过研究,但很少有研究关注混合环境中的多任务处理。本研究调查了在混合现实环境中进行多任务处理的性别因素。36 名参与者完成了八项实验条件,以评估他们的工作量、任务优先级和手的使用情况。实验中采用了两种不同的任务:一种是物理世界中的方块匹配任务,即参与者在木板上找到英文字母并将其与相应的位置进行匹配;另一种是虚拟世界中的 "N-back "任务。其中四个条件侧重于数字-物理单任务,其余条件则涉及混合现实多任务。结果显示,感知心理需求是一个重要因素。男性优先考虑虚拟任务,而女性则同样优先考虑两种任务。了解影响性别差异的因素,可以提高混合现实实际应用的设计水平,解决公平和质量问题。这项研究表明,认知负荷在决定两性在兼顾物理和虚拟多重任务时的表现方面起着至关重要的作用。
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引用次数: 0
Avatar embodiment prior to motor imagery training in VR does not affect the induced event-related desynchronization: a pilot study 在 VR 中进行运动想象训练前的阿凡达体现不会影响诱发的事件相关非同步化:一项试点研究
Q2 Computer Science Pub Date : 2024-01-08 DOI: 10.3389/frvir.2023.1265010
Katarina Vagaja, Klaus Linkenkaer-Hansen, Athanasios Vourvopoulos
Motor-imagery brain-computer interfaces (MI-BCIs) have the potential to improve motor function in individuals with neurological disorders. Their effectiveness relies on patients’ ability to generate reliable MI-related electroencephalography (EEG) patterns, which can be influenced by the quality of neurofeedback. Virtual Reality (VR) has emerged as a promising tool for enhancing proprioceptive feedback due to its ability to induce a sense of embodiment (SoE), where individuals perceive a virtual body as their own. Although prior research has highlighted the importance of SoE in enhancing MI skills and BCI performance, to date, no study has successfully isolated nor manipulated the SoE in VR before MI training, creating a gap in our understanding of the precise role of the priming effect of embodiment in MI-BCIs. In this study, we aimed to examine whether the virtual SoE when induced, as priming of avatar embodiment, and assessed before MI training, could enhance MI-induced EEG patterns. To achieve this, we divided 26 healthy participants into two groups: the embodied group, which experienced SoE with an avatar before undergoing VR-based MI training, and the non-embodied group, which underwent the same MI training without a prior embodiment phase, serving as a control. We analyzed subjective measures of embodiment, the event-related desynchronization (ERD) power of the sensorimotor rhythms, lateralization of ERD, and offline classification BCI accuracy. Although the embodiment phase effectively induced SoE in the embodied group, both groups exhibited similar MI-induced ERD patterns and BCI classification accuracy. This suggests that the induction of SoE prior to MI training may not significantly influence the training outcomes. Instead, it appears that the integration of embodied VR feedback during MI training itself is sufficient to induce appropriate ERD, as evidenced by previous research.
运动图像脑机接口(MI-BCI)有望改善神经系统疾病患者的运动功能。其有效性取决于患者生成可靠的与运动图像相关的脑电图(EEG)模式的能力,这可能会受到神经反馈质量的影响。虚拟现实(VR)由于能够诱导本体感(SoE),使人将虚拟身体视为自己的身体,因此已成为增强本体感反馈的一种有前途的工具。尽管之前的研究已经强调了SoE在提高移动智能技能和BCI性能方面的重要性,但迄今为止,还没有任何研究成功地分离或操纵了移动智能训练前VR中的SoE,这使我们对体现在移动智能-BCI中的引物效应的确切作用的理解出现了空白。在本研究中,我们旨在研究虚拟 SoE 作为虚拟化身体现的引子,在 MI 训练前进行评估,是否能增强 MI 诱导的脑电图模式。为此,我们将 26 名健康参与者分为两组:化身组和非化身组,化身组在接受基于 VR 的 MI 训练之前与化身一起体验 SoE;非化身组在接受相同的 MI 训练之前不进行化身阶段,作为对照组。我们分析了体现的主观测量结果、感觉运动节律的事件相关不同步(ERD)功率、ERD 的侧化以及离线分类 BCI 的准确性。虽然体现阶段有效地诱导了体现组的 SoE,但两组均表现出相似的 MI 诱导的 ERD 模式和 BCI 分类准确性。这表明,在多元智能训练之前诱导 SoE 可能不会对训练结果产生重大影响。相反,在多元智能训练过程中融入虚拟现实反馈本身似乎就足以诱导适当的ERD,这一点已为之前的研究所证实。
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引用次数: 0
Redirected walking for exploration of unknown environments 探索未知环境的定向行走
Q2 Computer Science Pub Date : 2024-01-08 DOI: 10.3389/frvir.2023.1259816
Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz
Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.
真实行走是探索虚拟环境(VE)最自然的运动方式,可增强虚拟现实(VR)的沉浸感。重定向行走(RDW)通过巧妙地操纵虚拟环境和现实环境之间的映射,可在大型虚拟环境的有限跟踪空间内实现真实行走。然而,RDW 的有效性在很大程度上受到手动定义的物理跟踪空间的凸形和大小的影响,进而影响用户的沉浸式体验。为了提高性能,一种策略是将移动机器人探索方法与 RDW 相结合。这将扩大可用的跟踪空间,促进动态环境和快速探索。为此,我们对 RDW 算法的 Unity 框架进行了改编,以促进这种探索的模拟。我们利用人工创建的非凸可探索跟踪空间和预先录制的路径元素进行了模拟,模拟了两个经过改编的 RDW 人工势场 (APF) 概念。应用了三种概念化模式:排斥式人工势场、探索式人工势场和带有距离阈值的探索式人工势场。此外,一个 APF 还扩展了基于前沿的探索方法,该方法利用了用户位置与目标前沿之间的路径。分析表明,探索和沉浸感之间存在着明显的权衡。APF 与基于前沿的探索技术相结合,显示出最快的探索速度,但重置之间的距离却最小。
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引用次数: 0
EntangleVR++: evaluating the potential of using entanglement in an interactive VR scene creation system EntangleVR++:评估在交互式虚拟现实场景创建系统中使用纠缠的潜力
Q2 Computer Science Pub Date : 2023-12-22 DOI: 10.3389/frvir.2023.1252551
Mengyu Chen, Marko Peljhan, Misha Sra
Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player. As shown in prior work, the ability to control or participate in the construction of the narrative can give the player a high level of agency that results in a stronger sense of immersion in the narrative experience. To support the design of this type of interactive storytelling, our system, EntangleVR++, borrows the idea of entanglement from quantum computing. Our use of entanglement allows creators and storytellers control over which sequences of story events take place in correlation with each other, initiated by the choices a player makes. In this work, we evaluated how well our idea of entanglement enables creators to easily and quickly design interactive Virtual reality narratives. We asked 16 participants to use our system and based on user interviews, analyses of screen recordings, and questionnaire feedback, we extracted four themes. From these themes and the study overall, we derived four authoring strategies for tool designers interested in the design of future visual interface for interactively creating virtual scenes that include relational objects and multiple outcomes driven by player interactions.
交互式数字故事通过允许玩家在关键路口做出选择,为玩家提供了一种灵活性和自由感。这些选择推动了叙事的发展,并在一定程度上决定了玩家的故事发展。正如之前的工作所显示的那样,控制或参与叙事构建的能力可以给玩家带来高度的代入感,从而使玩家在叙事体验中产生更强烈的沉浸感。为了支持这种交互式叙事的设计,我们的系统 EntangleVR++ 借鉴了量子计算中的纠缠概念。我们对纠缠的使用使创作者和故事讲述者能够控制由玩家的选择引发的故事事件的相关顺序。在这项工作中,我们评估了我们的纠缠理念如何让创作者轻松快速地设计出交互式虚拟现实叙事。我们请 16 位参与者使用我们的系统,并根据用户访谈、屏幕录制分析和问卷反馈,提取了四个主题。从这些主题和整个研究中,我们得出了四种创作策略,供有意设计未来可视化界面的工具设计者使用,以交互式创建虚拟场景,其中包括关系对象和由玩家交互驱动的多种结果。
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引用次数: 0
Which effective virtual reality (VR) interventions exist for the prevention and rehabilitation of intimate partner violence (IPV)? 有哪些有效的虚拟现实(VR)干预措施可用于亲密伴侣暴力(IPV)的预防和康复?
Q2 Computer Science Pub Date : 2023-12-21 DOI: 10.3389/frvir.2023.1263545
Adriana Bastardas-Albero, Berta Vall, Carles Pérez-Testor, J. Losilla
Purpose: Prevention and rehabilitation of intimate partner violence (IPV) is a very important topic due to its high prevalence, visibility, and potential to generate negative consequences in survivor’s physical and mental health. Previous interventions have used traditional, explicit approaches giving mixed results for both prevention and rehabilitation. However, the number of implicit interventions using technological innovations, specifically virtual reality (VR), is limited in this field. In this review, we aim to find the existing literature on immersive VR targeting prevention or rehabilitation of IPV.Method: The search used several databases: PsycINFO by EBSCOHost, and Medline by PubMed, specifically set to find IPV intervention articles, published after 2010, that included VR in their intervention.Results: 11 studies met all of the eligibility criteria and were included in the review.Conclusion: VR has overall proven useful to tackle the prevention and rehabilitation of intimate partner violence, as it offers the unique possibility of experiencing a variety of situations from a different perspective, in a safe and controlled environment. Therefore, it is a tool which has great potential for transformation, as it allows for experiential and implicit learning.
目的:亲密伴侣暴力(IPV)的预防和康复是一个非常重要的课题,因为它的发生率高、能见度高,而且有可能对幸存者的身心健康造成负面影响。以往的干预措施都是采用传统的、明确的方法,在预防和康复方面的效果参差不齐。然而,在这一领域,利用技术创新,特别是虚拟现实(VR)进行的隐性干预数量有限。在这篇综述中,我们旨在查找有关针对 IPV 预防或康复的沉浸式 VR 的现有文献:搜索使用了多个数据库:方法:检索使用了多个数据库:EBSCOHost 的 PsycINFO 和 PubMed 的 Medline,专门用于查找 2010 年之后发表的、在干预中包含 VR 的 IPV 干预文章:结果:11 项研究符合所有资格标准,并被纳入综述:总体而言,虚拟现实技术已被证明可以有效预防亲密伴侣间的暴力行为并帮助其康复,因为它提供了在安全可控的环境中从不同角度体验各种情况的独特可能性。因此,它是一种具有巨大变革潜力的工具,因为它允许进行体验式和隐性学习。
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引用次数: 0
Job relevance or perceived usefulness? What features of immersive virtual reality software predict intention to use in a future project-based-learning scenario: a mixed method approach 工作相关性还是感知有用性?沉浸式虚拟现实软件的哪些特点可预测未来项目式学习场景中的使用意向:一种混合方法
Q2 Computer Science Pub Date : 2023-12-14 DOI: 10.3389/frvir.2023.1286877
Alessio Travaglini, Esther Brand, Pascal Meier, Oliver Christ
Not only since COVID-19, the topic of decentralized working and learning methods is becoming increasingly important for various reasons. New virtual reality technologies enable learning in immersive scenarios, which is good when learning from home is advised. However, not all immersive Virtual Reality (iVR) training incorporates learning systems that support complex, realistic, practical tasks that lead to a product or enable acquiring knowledge and life-enhancing skills like project-based learning. Although there are many iVR applications available that support project management, the specific features of these applications that lead to the intention to use (and therefore life-enhancing skills) have yet to be discovered. In this exploratory mixed-method study, we investigated the question of the importance of perceived usefulness (PU) and job relevance (JR) as predictors of intention to use (ItU) in a selection of immersive iVR application features. We started with market research and aggregated 88 software features in 13 categories of 34 professional iVR applications. After an expert selection and ranking procedure, a survey was developed. After deriving from the TAM 2 model and with a sample n = 103, we computed the relationship of JR, PU, and ItU. Although high values were generally observed, we found that the importance of PU is higher than JR when it comes to ItU. Limitations of the study are discussed, and suggestions for further research are given.
不仅自 COVID-19 以来,由于各种原因,分散式工作和学习方法这一主题正变得越来越重要。新的虚拟现实技术可以让人们在身临其境的场景中学习,这在建议在家学习的情况下是很好的。然而,并不是所有的沉浸式虚拟现实(iVR)培训都包含了支持复杂、现实、实际任务的学习系统,这些任务可以产生产品,也可以获取知识和提高生活技能,如基于项目的学习。虽然目前有许多支持项目管理的 iVR 应用程序,但这些应用程序的具体特点是什么,导致人们产生使用意向(从而提高生活技能),还有待研究。在这项探索性的混合方法研究中,我们调查了感知有用性(PU)和工作相关性(JR)作为使用意向(ItU)预测因素的重要性。我们从市场调研入手,汇总了 34 个专业 iVR 应用程序的 13 个类别中的 88 个软件功能。经过专家筛选和排序程序后,我们制定了一份调查问卷。根据 TAM 2 模型和样本 n = 103,我们计算了 JR、PU 和 ItU 的关系。虽然观察到的数值普遍较高,但我们发现,就 ItU 而言,PU 的重要性高于 JR。我们讨论了研究的局限性,并提出了进一步研究的建议。
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引用次数: 0
Creating and manipulating 3D paths with mixed reality spatial interfaces 利用混合现实空间界面创建和操控三维路径
Q2 Computer Science Pub Date : 2023-12-06 DOI: 10.3389/frvir.2023.1192757
Courtney Hutton Pospick, Evan Suma Rosenberg
Mixed reality offers unique opportunities to situate complex tasks within spatial environments. One such task is the creation and manipulation of intricate, three-dimensional paths, which remains a crucial challenge in many fields, including animation, architecture, and robotics. This paper presents an investigation into the possibilities of spatially situated path creation using new virtual and augmented reality technologies and examines how these technologies can be leveraged to afford more intuitive and natural path creation. We present a formative study (n = 20) evaluating an initial path planning interface situated in the context of augmented reality and human-robot interaction. Based on the findings of this study, we detail the development of two novel techniques for spatially situated path planning and manipulation that afford intuitive, expressive path creation at varying scales. We describe a comprehensive user study (n = 36) investigating the effectiveness, learnability, and efficiency of both techniques when paired with a range of canonical placement strategies. The results of this study confirm the usability of these interaction metaphors and provide further insight into how spatial interaction can be discreetly leveraged to enable interaction at scale. Overall, this work contributes to the development of 3DUIs that expand the possibilities for situating path-driven tasks in spatial environments.
混合现实为在空间环境中定位复杂任务提供了独特的机会。其中一项任务是创建和操纵复杂的三维路径,这在许多领域仍然是一个关键的挑战,包括动画、建筑和机器人。本文介绍了使用新的虚拟和增强现实技术创建空间位置路径的可能性的调查,并研究了如何利用这些技术来提供更直观和自然的路径创建。我们提出了一项形成性研究(n = 20),评估了位于增强现实和人机交互背景下的初始路径规划界面。基于本研究的结果,我们详细介绍了两种用于空间路径规划和操作的新技术的发展,这些技术可以在不同的尺度上提供直观、富有表现力的路径创建。我们描述了一项全面的用户研究(n = 36),调查了这两种技术在与一系列规范放置策略配对时的有效性、可学习性和效率。本研究的结果证实了这些交互隐喻的可用性,并为如何谨慎地利用空间交互来实现大规模交互提供了进一步的见解。总的来说,这项工作有助于开发扩展了在空间环境中定位路径驱动任务的可能性的3du。
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引用次数: 0
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Frontiers in virtual reality
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